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elexis

WFG Retired
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Everything posted by elexis

  1. (Ah wrong, actually he can test if he hosts a game rather than join)
  2. and he cannot test if it fixes the issue because he cannot join any games of people that dont have the mod
  3. In case we want to share mods that don't work, I have one too. hasSameMods() prevents players to join lobby games with different mods. I might upload a working one later.
  4. It's the only texture Im aware of that is only loaded in lobby MP gamesetup but not in nonlobby MP gamesetup. Possibly, since it is an independent package.
  5. 0 libsystem_kernel.dylib 0x00007fff6b2584aa __kill + 10 1 com.wildfiregames.0ad 0x00000001053f19ab TexCodecDds::decode(unsigned char*, unsigned long, Tex*) const + 427 2 com.wildfiregames.0ad 0x00000001053f0523 Tex::decode(std::__1::shared_ptr<unsigned char> const&, unsigned long) + 323 3 com.wildfiregames.0ad 0x00000001053bf21f OglTex_reload(OglTex*, std::__1::shared_ptr<IVFS> const&, Path const&, long long) + 111 4 com.wildfiregames.0ad 0x00000001053bfd74 h_alloc(H_VTbl*, std::__1::shared_ptr<IVFS> const&, Path const&, unsigned long, ...) + 1268 5 com.wildfiregames.0ad 0x0000000105279b62 CTextureManagerImpl::LoadTexture(std::__1::shared_ptr<CTexture> const&, Path const&) + 178 6 com.wildfiregames.0ad 0x0000000105278407 CTextureManagerImpl::TryLoadingCached(std::__1::shared_ptr<CTexture> const&) + 183 7 com.wildfiregames.0ad 0x00000001052782a9 CTexture::TryLoad() + 105 8 com.wildfiregames.0ad 0x000000010527821c CTexture::GetHandle() + 28 9 com.wildfiregames.0ad 0x000000010525947d CShaderProgram::BindTexture(CStrIntern, std::__1::shared_ptr<CTexture>) + 45 10 com.wildfiregames.0ad 0x00000001053713a9 GUIRenderer::Draw(GUIRenderer::DrawCalls&, float) + 281 11 com.wildfiregames.0ad 0x000000010534b7a0 CGUISpriteInstance::Draw(CRect, int, std::__1::map<CStr8, CGUISprite*, std::__1::less<CStr8>, std::__1::allocator<std::__1::pair<CStr8 const, CGUISprite*> > >&, float) const + 144 12 com.wildfiregames.0ad 0x000000010538695c IGUIButtonBehavior::DrawButton(CRect const&, float const&, CGUISpriteInstance&, CGUISpriteInstance&, CGUISpriteInstance&, CGUISpriteInstance&, int) + 316 13 com.wildfiregames.0ad 0x000000010532aea7 CButton::Draw() + 887 14 com.wildfiregames.0ad 0x000000010537bcaa GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 74 15 com.wildfiregames.0ad 0x000000010537bcd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 16 com.wildfiregames.0ad 0x000000010537bcd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 17 com.wildfiregames.0ad 0x000000010537bcd1 GUI<int>::RecurseObject(int, IGUIObject*, void (IGUIObject::*)()) + 113 18 com.wildfiregames.0ad 0x000000010533838b CGUI::Draw() + 59 19 com.wildfiregames.0ad 0x000000010536d049 CGUIManager::Draw() + 169 20 com.wildfiregames.0ad 0x00000001051504ba Render() + 522 21 com.wildfiregames.0ad 0x0000000104f855a5 RunGameOrAtlas(int, char const**) + 8069 22 com.wildfiregames.0ad 0x0000000104f83556 main + 54 23 libdyld.dylib 0x00007fff6b108015 start + 1 Since it only occurs when joining the gamesetup via lobby but not any other GUI page nor the gamesetup in SP or non-lobby MP, we think its the bubble.png image for the lobby dialog.
  6. The colors of minimap icon types are in the templates / XML files, the possible minimap icon types are hardcoded in CCmpMiniMap.cpp. A subset of them are the 4 default resources. I think you can use an arbitrary minimap type for your new resource as the color can be set independently in the template. If I read the current component correctly, the Type property is not even used. Probably intended to allow the player to show only minimap icons of a specific type.
  7. (Which means we can gather, lay out some positive arguments for names but spare the judging, voting and cross comparison until then.)
  8. Perhaps we should decide on the name rather later than sooner, so that we could pick one that fits to the implemented features of the release.
  9. #4404. I was worried about these though: Also we can probably add new files rather than replace existing files for added resource icons by supporting directory includes in the XML page definition.
  10. If Im not mistaken, andy5995 also recommended a "ping on join" feature. You might want to check on trac.wildfiregames.com. You can write a ticket for that too, as I'm sure it's a useful feature. You can even look at the "ping on nick mentioning" code and implement the feature yourself, it should be quite simple. You can't see a full list of players. Maybe the ratings could be shown on the website someday. Active is hard to define, but there are between 40-100 online players at evening in central european time.
  11. New Release: 0 A.D. Alpha 23 Ken Wood Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 23 “Ken Wood”, the twenty-third alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licenses (GPL v2 or a later version for code and Creative Commons Attribution Share-Alike 3.0 for artwork, see license). Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Top New Features New Civilization: Kushites Mod Downloader Cavalry and Spartan Building Models Combine Victory Conditions Attack Range Visualization Diplomacy Colors Destruction Damage Unit Information Dialog AI Behavior Lobby Authentication to prevent impersonation Nomad Mode on all Random Maps New Random Maps: Lower Nubia, Jebel Barkal, Elephantine, Fields of Meroë, Hellas, Dodecanese, Scythian Rivulet Civilization: Kushites The most prominent feature of the new release is the introduction of the Kushites. The Kingdom of Kush was a Middle Nile Valley civilization between 785 B.C. and 350 A.D. The region became known as Nubia and is located in present day Sudan. Steeped in pharaonic traditions, Kushites considered themselves the true heirs of the New Kingdom. They were fierce in the defense of their homeland, facing Persian, Ptolemaic and Roman invasions as well as constantly testing the strength of their northern neighbours. The armies of Kush are diverse, with contingents recruited from all across its vast domain. With a wide array of trainable units, they can adapt to almost any kind of opposing army. Boosted both economically and militarily by their monumental pyramids, ingenious leaders and special technologies, Kushites gain a variety of benefits. Lead the Nubian kingdom to bloody war and see the emergence of the mighty Kingdom of Kush. Learn more about ancient Kush here. Economic and religious Kushite sites (10MB 6k-HD) A nubian city in full bloom ( 6MB 6k-HD) Temple Of Amun Pyramids of Meroë, photograph by Fabrizio Demartis, CC-BY-SA 2.0 Nubian Pyramid Two Apedemak Champion Guards and a Blemmye Camp ( 4MB 6k-HD) Harsiotef, Kushite King of Meroë (404 B.C. to 369 B.C. ) Looted bust of the first Roman Emperor Augustus, found in Meroë, photograph by Steve F-E-Cameron CC-BY-SA 3.0 Mod Downloader Beginning this Alpha, players can install mod files just by opening them with 0 A.D. This new version also comes with a mod downloader, that allows you to connect to the new mod.io platform and fetch mods from inside the game. Wildfire Games and the mod.io team have worked together to bring you this feature, and 0 A.D. is one of the first games for which mods are available from this new and powerful platform. Please note that only mods that Wildfire Games has tested against blatant security issues will be available through mod.io. However, you are always free to install mods manually from other sources. 0 A.D. Mod Downloader Millenium A.D., a free mod featuring Anglo-Saxons, Byzantines, Carolingians and Norse civilization at the of Charlemagne and the Viking Age Terra Magna, a free mod featuring the Han Dynasty of China and pre-columbian Zapotecs New Models Similar to previous releases, meshes, animations, textures and materials for a number of units have been reworked. This time with a focus on helmets, shields and clothing. But 0 A.D. Alpha 23 also comes with many new artwork, as the Spartan faction has received an entirely new set of models. All Cavalry units have been replaced with much more realistically looking, more fluently animated high-poly models. New Spartan Buildings ( 9MB 6k-HD) New Helmets and Siege Firing Animations ( 7MB 6k-HD) New animal type Zebu and new Cavalry models ( 6MB 6k-HD) Combine Victory Conditions The addition of new victory conditions throughout the last releases, such as Wonder Victory, Regicide and Capture The Relic gamemode have made it reasonable to allow players to combine all these modes arbitrarily. So if you ever wanted to play a game where you can choose between defeating the enemy by taking out the hero or starting an ambush on the relics after building a citystate and assembling an army, now is the time! Two heroes fighting for victory ( 9MB 6k-HD) Attack Range Visualization Similar to the aura range visualization of the former release, fortifications and mobile towers now reveal the range they cover upon selection. Furthermore, the attack distance is also drawn when in the building placement preview, so that the player can find the best suitable location prior to settling the position. Attack Range Visualization during building preview mode ( 7MB 6k-HD) Diplomacy Colors Both in traditional games with two teams and in diplomacy teams with interactive alliance buildup, players could have often used a quick way to find out where the border to the enemy lies and which parts of the territory can be considered a safespace. With 0 A.D. Alpha 23 players are rewarded with a way to toggle between the player colors and team colors (one color per diplomatic stance), enabling them to react to every threat to their city instantly. Blue indicates the player, green allies and red opponents ( 12MB 6k-HD) Destruction Damage One of the new features that targets 0 A.D. (but also mods and other RTS that once might use the Pyrogenesis engine) is the ability of units to deal damage to surrounding enemies when they are destroyed. The effect is demonstrated by Fireships that can and will sink enemy ships if not taken care of by the enemy combatant. An Iberian Fireship sinks nearby fishing ships ( 4MB 6k-HD) Unit Information Dialog Players and observers can now open a dialog that displays all the game related details by rightclicking on a unit during a match. It is also designed to provide sufficient space for historic background information in future versions of the game. Everything you wanted to know about the Amun Temple AI Behaviors The Petra AI now supports configuration of different behaviors, such as Aggressive or Defensive. Although still in an early stage of development, it aims at more diverse singleplayer experience. AI Configuration Dialog Lobby Authentication To establish a safer multiplayer environment, the possibility of player impersonation was ruled out by an improved connect mechanism that requires lobby players to remain authenticated at the lobby server when joining games. The new match setup option Furthermore, the lobby chat was made accessible in the match setup, running games and the summary screen, so players can stay in tune with upcoming games without having to leave the party early. Nomad on all Random Maps Players have enjoyed the "Unknown Nomad" random map since years. It required players to scout the randomly generated map and find a suitable location to lay the foundation stone of their city. With 0 A.D. Alpha 23, this game mode is not restricted to this map anymore but can freely chosen on any of the random map scripts. A Persian player starting the city at the river ( 10MB 6k-HD) New Maps The entire random map generation code has been revamped. The results of this endeavor are many more possibilities and comfort for map authors to generate landscapes and a new quality standard in map design. With Alpha 23, 0 A.D. was enriched by seven random map scripts and three new skirmish maps. Six of these maps take place in the domain of the Kushites. New Random Maps Lower Nubia Lower Nubia is the area between the first and second cataract of the Nile and formed the traditional border region between Kush and Egypt. The hostile and merciless Sahara desert makes defending your position on the river and its steep banks an absolute necessity. This map, like most other realworld maps below was created using realworld elevation data from the NASA Blue Marble series. New random map "Lower Nubia" ( 10MB 6k-HD) Abu Simbel Temple of Ramesses II, photograph by Than217, Public Domain Jebel Barkal The "Jebel Barkal" is the holy mountain that was used as a landmark by traders crossing the Nile river, near its fourth cataract. It is located near the Nubian city of Napata, which later became the capital of ancient Kush. The remains of the Napatan temple complex and the nearby pyramids were declared a world heritage site in 2003. Stone Ruins and the famous Pinnacle of the Hill, photograph by Maria Gropa, UNESCO, CC BY-SA 3.0 "Jebel Barkal" is the first 0 A.D. map to present a vivid, procedurally generated cityscape combined with regularly spawned attackers of adjustable difficulty. City Walls of Napata ( 11MB 6k-HD) Procedural Generation of the City ( 10MB 6k-HD) Temple Guards patroling Napata ( 9MB 6k-HD) Players start near the fertile banks of the Nile river. In order to attain resources, players have to either establish a tradeline there or reach the mineral abundance in the shelterless desert. Contrary to the average map, players find complementary advantages and disadvantages depending on the starting location, making cooperative teamplay and strategic decisiontaking much more relevant. New random map "Jebel Barkal" ( 8MB 6k-HD) The Pyramids and the Hill, photograph by Ron Van Oers , UNESCO, CC-BY-SA 3.0 Elephantine Together with Philae, the fortified Island of Elephantine was situated on the Nile River at the first cataract and an important Egyptian city, often under Kushite control. As the border between Upper Egypt and Lower Nubia, Elephantine became an important way-station for the trade in ivory and other goods. It was considered to be the home of the god Khnum, guardian of the source of the Nile, and boasted an impressive temple complex whose remains can still be visited today. This map was created using OpenStreetMap data. New random map "Elephantine" ( 10MB 6k-HD) Temple of Isis on Philae Island, photograph by Olaf Tausch, CC-BY 3.0 Temple of Aswan on Philae Island, photograph by Osama Awny, CC-BY-SA 4.0 Goddess Hathor in the Satet Temple on Elephantine Island, photograph by David Stanley, CC-BY 2.0 Fields Of Meroë The "Island of Meroë" is a vast peninsula flanked by the Nile and Atbarah rivers and formed the heartland of ancient Kush. This map comes in two variants, one depicting the dry season and one for the rainy season. The map demonstrates the new possibility to select the map biome in the match setup. "Fields Of Meroë" - dry season ( 9MB 6k-HD) "Fields Of Meroë" - wet season ( 10MB 6k-HD) Temple of Amun in Naqa, photograph by Coordinamento delle organizzazioni per il servizio volontario, CC-BY-SA 3.0 Hellas This unique random map script choses a random area of Greece each time, yielding a much greater surprise effect each terrain generation. A "Hellas" map generation showing a part near the Aegean Sea ( 9MB 6k-HD) Dodecanese "Dodecanese" is greek and translates to "twelve islands". It names a group of 15 large and 150 small islands in the southern Aegean Sea . This is the first random map script placing little bridges. New random map "Dodecanese" ( 10MB 6k-HD) Scythian Rivulet This is a map focusing on the beauty of pristine winter, featuring crispy mounds of snow, shown under a not-too-bright sun. New random map "Scythian Rivulet" ( 8MB 6k-HD) New Skirmish Maps Alpha 23 "Ken Wood" comes with three new Skirmish maps: Egypt, Butana Steppe and Via Augusta: "Egypt" (6 players) comes with prebuilt cities of geographically accurate civs ( 10MB 6k-HD) "Butana Steppe" (2 players) ( 11MB 6k-HD) ""Via Augusta" (3 players) ( 14MB 6k-HD) Under The Hood This release consists of almost 1900 patches (r19923 to r21819), i.e. several hundred of bugfixes, commits restructuring of the engine code and small features that can barely be listed. It also includes solutions to prevalent crashes and performance bottlenecks. Finally, the Pyrogenesis engine can be compiled using Visual Studio 2015 and premake5. The name "Ken Wood" Ken Wood, also known as Phoenix-TheRealDeal or tonto_real, was one of the three original gameplay designers of 0 A.D, together with Wijitmaker and Acumen. He was a retiree in his 60’s from Arizona, but he sadly passed away in 2006 after a long fight with cancer. It is thanks to the amount of energy and passion he poured into the early stages of 0 A.D. that we are celebrating another great release of our favorite game! We managed to reach that symbolic letter W for our twenty-third Alpha, and we keep remembering him through the development of the project. Ken Wood was instrumental in conceptualizing some of the core concepts of 0 A.D. Most notably, he laid the foundations of the citizen-soldier concept, and its female villager counterpart. He was also fascinated by Celtiberian civilizations and designed the Iberian and Carthaginian factions. He designed a Rock-Paper-Scissors counter system for units of the game, biomes for maps, and had big ideas for naval combat and realistic ship movement. If you want to know more about the story behind 0 A.D., see this article. We have also re-published an interview from the old website here. And let us not forget his famous quote, which gives us all the motivation we can need: For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter X. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 B.C. – 0 A.D.) and post your proposal here! Support Us The work is still in progress and can use every helping hand. You can support us by translating the game in your language at transifex, contributing art or code or simply by donating. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the irc chat. Subscribe Contact info for press, bloggers, etc.: aviv@wildfireTROYgames.com without the capitalized name of a city Ulysses spent some time in.
  12. Jebel Barkal - Illustrated Walkthrough Jebel Barkal is the holy hill at the Kushite city Napata at the Nile river, see release announcement. The procedurally generated Napata city spawns attackers reoccuringly. This article presents some common strategies and tactics to become successful. Introduction 9 weeks of development, including 6 weeks of playtesting went into both this map. The guide is the result of the experience made while playteting and most of the screenshots come from these matches. Time to thank @Skhorn for the creation of the mountain template, @Sundiata for the consultation on the history and geography, and the playtesters: nani, Hannibal Barca, smiley, bb, temple, fpre, Dizaka, faction02, ValihrAnt,Uran238cz, s0loooy0, FeldFeld, causative, servo, borg-, mapkoc, CAGD_lulofun, ITRELLES1, gaius22, Dunedan, Imarok, santa, tgodtaylor, AlexanderKirck, s0600204, Emperior, d_stan, mord, Vladislav, Cesar, Vick, Retardado, Medrannozz, TYLER1, Angen. "Jebel Barkal" random map Procedural Cityscape Generation (The following screenshots were taken at the lowest quality, because my graphics card is cheap.) Attacker Waves The city starts attacks on players about all 5-7 minutes. Each of the buildings of the city spawns a different set of attackers. For instance the temples spawn only champions and the elephant stables only elephants. Players can chose a difficulty level at the gamestart. It will influence the total attackercount and city fortifications proportionally. However, since the city is randomized each matchstart, the resulting difficulty level can vary tremendously (most importantly the number of elephant stables on a normal map can be between 0 and 9). In Nomad mode, the first attack is delayed. Docks and Naval Warfare The nile river makes up less than 10% of the map area, yet it is vital to survive and thrive. Some players (most famously nani) start building docks in the first two minutes already. The dock gives you faster food income than fields. Additionally it continues to generate food income while your units on land are either fighting or garrisoned. The dock also adds as a dropsite that is far away from gaia as possible. So women have a good chance to gather there without being killed off. Even outside of the territory. Notice that players sometimes can only win by having some ships around while all enemies wiped out on land. So the river is important from the first to the last minute! Players compete for the final stand on the sea When gaia was too strong for all players, the winner is decided on the sea. So always keep an eye on your enemies ship activities. Don't keep the backside of your city unattended. Once the sea is indisputed, the shoreline can be wiped without great losses. Hunting Elephants, rhinos and boars are valuable huntable animals, because once attacked, they follow you back to your base where you can easily kill and hunt them. Use this trick to boost your economy in the first 5 minutes while already getting some units to defend. If you start out as Mauryans, use your Worker elephant and immediately start hunting in the desert. Wood The players that start in the desert start with much less wood than the players that start in the fertile banks of the nile river. To compensate, these players start with treasure that give them an huge boost. Deserted players can and should build a dock much sooner. The roads leading from and to Napata provide some desperately needed trees for deserted players. Metal/Stone In the fertile banks of the river, there are very few mines. Players have to get out into the desert. Since it can be more sustainable than fighting for mines in the desert, it is recommended to start trade near the nile soon (which incidentally is historically accurate too :-)). Few trees but abundance of mines north of the river. Treasures/Hill There are few treasures at the pyramids and many treasures on the hilltop. They are guarded by Kushite defenders however. Experienced players will find the best opportunity to hunt the treasure at the pyramids. After taking out the Kushite units on the hilltop, players have a chance to build a civic center on the hilltop which can be very easy to defend and provide a perfect place to remain the Last Man Standing. The city contains treasures too, but these are hard to reach due to the Walls and City Patrols. Not a cakewalk. The hill is easy to defend once conquered. A long wonder victory duration ensures that players - or gaia for that matter have chance to break fortifications. Surviving the first wave Gaia attacks all 5-7 minutes and leaves a bit more time between waves in later stages of the game. Make sure to have at least 30 ranged units to defend your base then. Place your fields in the back of your base. Until the first wave started, keep your units in the back of the base. This way the gaia attackers might be deflected by your enemies encountered on the way. Don't expose your units to enemy fire unless it is really important, as here In Nomad mode, players end up with one piece of the fertile land each Walling After the first wave, quickly build a palisade, so that gaia units have no chance to reach your units. Pay special attention to elephants. Rebuild destroyed palisades as quickly as possible. Remember at which places gaia units managed to walk past your walls and fix all holes. The irrigation canals act as a natural barrier, so you only need to wall a small area. Multiple layers of walls provide additional security and obstacles. Do team walls. Mauryans benefit from their stone walls that only cost wood and Carthaginians have walls that are three times as strong. Irrigation canals provide a natural shield Cheap but effective - wooden walls Quickwalling - Fixing walls even during an attack The first line of defense fell Irrigation Canals can only be crossed at one point each Close the gate quickly! double palisade walls to defend an elephant rush A successful team wall Attacking The Opponent Unless you are playing with custom rules, remember that the goal is to defeat your enemy. So in general it is recommended to not invest resources on destroying Napata, but focus your attacks on the enemy players. If you wait for a Napata wave to end, you can be sure to have enough units remaining for an attack and your city is not left empty when an attack starts. Focus on the player opponents first Only invade the city when overwhelmingly outnumbering the enemies. This fortress was too close - an easy target for Elephants.
  13. 0 A.D. release names start with the letter of the alphabet that corresponds to the release version. I.e. Ulysses for Alpha 21, Venustas for Alpha 22, Wood for Alpha 23. Hence Alpha 24 should receive a name starting with X. As with previous releases, we give everyone the opportunity to propose release names. Let us hear your best proposals!
  14. (Only my computer had them)
  15. I'm also a fan of very sharp shadows. It shows every polygon twice and gives an impression of higher quality and precision. At least for sunny scenes as wow mentioned.
  16. While waiting for a clean git compile to build, I reproduced the originally posted error with the latest replay. Don't have to be a well versed developer to just get more information from the error: Index: binaries/data/mods/public/simulation/components/Player.js =================================================================== --- binaries/data/mods/public/simulation/components/Player.js (revision 21819) +++ binaries/data/mods/public/simulation/components/Player.js (working copy) @@ -377,7 +377,15 @@ } for (var type in amounts) + { + if (!this.resourceCount[type]) + { + warn("broken: " + uneval(type)) + warn(new Error().stack); + } + this.resourceCount[type] -= amounts[type]; + } return true; }; This yields Turn 3324 (200)... WARNING: broken: "glory" WARNING: Player.prototype.SubtractResourcesOrNotify@simulation/components/Player.js:384:9 Player.prototype.TrySubtractResources@simulation/components/Player.js:395:7 ProductionQueue.prototype.AddBatch@simulation/components/ProductionQueue.js:352:9 g_Commands.research@simulation/helpers/Commands.js:370:4 ProcessCommand@simulation/helpers/Commands.js:47:3 From the first line we see something contains a "glory" resource (which doesn't exist in both mods). From the last two lines we see it occurs when processing a research command on turn 3324. In the replay there is only one research command on that turn. But commands are processed two turns later as I recall, so its likely the first one: cmd 1 {"type":"research","entity":4847,"template":"attack_soldiers_will"} end turn 3323 200 end turn 3324 200 cmd 1 {"type":"research","entity":4847,"template":"chinese/art_of_war"} Searching for glory in terra_magna/simulation yields an occurrence in about every chinese tech. So this means either glory is a new addition or it got removed unintendedly recently. Doing a git log yields: commit 022f463eb34ff6e5cac36cee39df96223c095edd Author: Niek ten Brinke <niektb95@gmail.com> Date: Sat Aug 12 12:16:09 2017 +0200 Implement some of Delenda Est's changes to the Chinese @niektb you either want to remove the glory costs or add the glory resource </case>
  17. WARNING: The mod 'public' with version '0.0.27' is required by the replay file, but version '0.0.23' is present! o_O
  18. Step 1: Replay or explain how to reproduce
  19. Inserting fake games is not that hard if one wants to play with the code. Usually the games are disposed quickly by moderators if they are active. I don't think they can cause any damage other than trying to join something that doesn't succeed.
  20. There are a number of hardcoded resources in simulation/ai/, but the Terra Magna ones are the same as in 0ad
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